Greetings, all! With @Aviex’s blessings, I am working on re-releasing Hearthoween this year! As of right now…it might be ready for Halloween
However! The only real issue is some clipping with hair/beards, which isn’t too jarring with some hairstyles. It’s primarily the Locks of Many Hair fanciful ones that have an issue. Really, the clipping kinda just makes it look all the more like the costumes have the flaws of some “cheap” or homemade costumes to me.
The compatibility version will largely involve many of the costumes being tweaked; hoods and masks will either be moved or removed, to accommodate the hair and beards. I have tried other methods, such as changing the transparency… no bueno. So, to cite a silly line I pictured in the Benefactor’s voice earlier;
“Look, you can either have the stylish hair and beard, OR you can have the stylish costume.”
I have managed a few small fixes along the way with minor tweaks, so they may still be saved, but we’ll see when we get there. For now, the Kitty is out.
-Test Improvement #1; changing masks/hoods to use both “hat” and “head” layers instead of entirely being on “hat”
First interesting result that I simply had to share:
Trying to remove the masks or otherwise edit the models is…making things really go awry with other parts that I haven’t touched (namely hands/shoulders), and it’s making me cry. I don’t know if I’m going to actually be able to fix the hair/beard issue.
If I sit and make all the outfits, will you do the coding part? I still get much too frustrated and self-defeated doing that in big quantities (hence how slow my mod updates / new mod production tends to be)
Do we want to do new costumes for all the classes, or just update the female worker and make ones that are missing?
Far as missing ones go - do we want to try making ones for mod classes, such as the Fisher, Glassmaker, Miner, etc? So anyone using those mods don’t have Hearthlings who aren’t in on the fun?
Do we want to go beyond just costumes, maybe do some decorations and/or workshop alterations?
It’s fiddly when you want to create new workstations that work the same as the old ones but are not the same entity (like the Rayya’s Kiln and Potter’s wheel), but for their purposes I imagine a simple qb/png override is what they would go for (since it’s a seasonal “skin pack”, sort of)